UnityShader入门精要第十一章代码解析(顶点动画)

 纹理动画

// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

Shader "Custom/Ani"
{
    Properties
    {
        _Color("Color Tint",Color) = (1,1,1,1)
        _MainTex("Main Tex",2D) = "white"{}
        

        //水平方向和竖直方向上关键帧个数
        _HorizontalAmount("Horizontal Amount",Float) = 4
        _VerticalAmount("Vertical Amount",Float) = 4
        _Speed("Speed", Range(1,100)) = 30
    }

    SubShader
    {
        Tags{"Queue" = "Transparent" " IgnoreProjector" = "True" " RenderType" = "Transparent"}

        Pass
        {   
            Tags{"LightMode" = "ForwardBase"}

            ZWrite Off
            Blend SrcAlpha OneMinusSrcAlpha

            CGPROGRAM

            #pragma vertex vert 
            #pragma fragment frag 

            fixed4 _Color;
            sampler2D _MainTex;
            fixed4 _MainTex_ST;
            float _HorizontalAmount;
            float _VerticalAmount;
            float _Speed;

            struct a2v
            {
                fixed4 vertex : POSITION;
                fixed3 normal : NORMAL;
                fixed2 texcoord :TEXCOORD0;
            };

            struct v2f
            {
                fixed4 pos : SV_POSITION;
                fixed2 uv : TEXCOORD0;
            };


            v2f vert(a2v v)
            {
                v2f o;
                o.pos = UnityObjectToClipPos(v.vertex);
                o.uv = v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
                return o;
            }

            fixed4 frag(v2f i) : SV_Target 
            {
                //_Time.y是自场景开始所经过的时间t
                //floor得到整数的时间t
                //举个例子现在打开了项目12秒
                float time = floor(_Time.y * _Speed);


                //除法取整作为行索引值
                //12 / 4 取整 = 3 ,索引值3 
                float row = floor(time / _HorizontalAmount);

                //除法结果的余数作为列索引值
                //12 - 3*4 = 0 索引值0
                float column = time - row * _HorizontalAmount; 
                
                //转换成uv坐标
                half2 uv = float2(i.uv.x / _HorizontalAmount,i.uv.y / _VerticalAmount);
                uv.x += column / _HorizontalAmount;
                uv.y -= row / _VerticalAmount;

                //采样
                fixed4 c = tex2D(_MainTex,uv);
                c.rgb *= _Color;

                return c;
            }
            ENDCG

        }
    }
    FallBack "Transparent/VertexLit"

}

动态背景

Shader "Custom/background"
{
    Properties
    {
        _MainTex("Base Layer",2D) = "white"{}
        _DetailTex("2nd Layer",2D) = "white"{}
        _ScrollX("Base Layer Speed",Float) = 1.0
        _Scroll2X("2nd Layer Speed",Float) = 1.0
        _Multiplier("Layer Multiplier",Float) = 1   
    }

    SubShader
    {
		Tags { "RenderType"="Opaque" "Queue"="Geometry"}

        Pass
        {
            Tags{"LightMode" = "ForwardBase"}

            CGPROGRAM

            #pragma vertex vert 
            #pragma fragment frag 


            sampler2D _MainTex;
            float4 _MainTex_ST;
            sampler2D _DetailTex;
            float4 _DetailTex_ST;
            float _ScrollX;
            float _Scroll2X;
            float _Multiplier;

            struct a2v
            {
                fixed4 vertex : POSITION;
                fixed3 normal : NORMAL;
                fixed4 texcoord : TEXCOORD0;
            };

            struct v2f
            {   
                fixed4 pos : SV_POSITION;
                fixed4 uv : TEXCOORD0;
            };

            v2f vert(a2v v)
            {
                v2f o;
                o.pos = UnityObjectToClipPos(v.vertex);
                //frac函数返回标量或每个矢量中各分量的小数部分
                o.uv.xy = v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw + frac(float2(_ScrollX, 0.0) * _Time.y);
                o.uv.zw = v.texcoord.xy * _DetailTex_ST.xy + _DetailTex_ST.zw + frac(float2(_Scroll2X, 0.0) * _Time.y);
                return o;
            }


            fixed4 frag(v2f i) : SV_Target 
            {
                fixed4 firstLayer = tex2D(_MainTex,i.uv.xy);
                fixed4 secondLayer = tex2D(_MainTex,i.uv.zw);

                fixed4 c = lerp(firstLayer, secondLayer,secondLayer.a);
                c.rgb *= _Multiplier;
                return c;
            }
            ENDCG

        }
    }

    FallBack "VertexLit"
}

frac(float2(0 , y) * _Time.y)取小数使偏移量在(0,1)之间 

uv分量取值在(0,1)

2D河流顶点动画

Shader "Custom/water"
{
    Properties
    {
        _MainTex("Main Tex",2D) = "white"{}
        _Color("Color",Color) = (1,1,1,1)
        _Magnitude("Distortion Magnitude",Float) = 1
        _Frequency("Distortion Frequency",Float) = 1
        _InvWaveLength("Distortion Inverse Wave Length",Float) = 10
        _Speed("Speed",Float) = 0.5
    }

    SubShader
    {
        //标记不进行批处理,因为顶点动画需要对顶点进行移动
        //批处理会把模型合并
        Tags{"Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparnet" "DisableBatching" = "true"}

        pass
        {
            Tags{"LightMode" = "ForwardBase"}


            ZWrite off
            Blend SrcAlpha OneMinusSrcAlpha
            Cull off 
            CGPROGRAM

            sampler2D _MainTex;
            float4 _MainTex_ST;
            fixed4 _Color;
            
            //幅度
            float _Magnitude;
            //波动频率
            float _Frequency;

            //波长的倒数
            float _InvWaveLength;
            //河流纹理移动的速度
            float _Speed;


            #pragma vertex vert 
            #pragma fragment frag 

            #include "UnityCG.cginc" 

            struct a2v
            {   
                fixed4 vertex : POSITION;
                float4 texcoord : TEXCOORD0;
            };

            struct v2f
            {
                fixed4 pos : SV_POSITION;
                float2 uv : TEXCOORD0;

            };

            v2f vert(a2v v)
            {
                v2f o;
                float4 offset;
                offset.yzw = float3(0,0,0);
                //计算顶点偏移量,只希望x方向偏移
                //实际上是进行了一次 a * sin(_Frequency * x + y) + x 的变化,x在正弦函数下上下浮动
                //上面的y == v.vertex.y * _InvWaveLength + v.vertex.z * _InvWaveLength
                offset.x = sin(_Frequency * _Time.y + v.vertex.x * _InvWaveLength + v.vertex.y * _InvWaveLength + v.vertex.z * _InvWaveLength) * _Magnitude;
                o.pos = UnityObjectToClipPos(v.vertex + offset);

				o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);

                o.uv += float2(0.0,_Time.y * _Speed);
                return o;

            }

            fixed4 frag(v2f i) : SV_Target 
            {
                fixed4 c= tex2D(_MainTex,i.uv);
                c.rgb *= _Color.rgb;

                return c;
            }

            ENDCG

        }
    }

    FallBack "Transparent/VertexLit"
}

注意取消批处理

顶点实际上是在A * sin(ax + y)上偏移

如果要使顶点动画有变换后的形态的阴影,需要新增一个Pass

 

 

广告牌效果

// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'

Shader "Custom/star"
{
    Properties
    {
        _MainTex("Main Tex",2D) = "white"{}
        _VerticalBillboarding("Vertical Restraints",Range(0,1)) = 1
    }

    SubShader
    {
        Tags{"RenderType" = "Transparent" "Queue"= "Transparent" "IgnoreProjector" = "True" "DisableBatching" = "True"}

        Pass
        {
            Tags{"LightMode" = "ForwardBase"}

            ZWrite off
            Blend SrcAlpha OneMinusSrcAlpha
            Cull off 

            CGPROGRAM

            #include "UnityCG.cginc"

            #pragma vertex vert 
            #pragma fragment frag 

            sampler2D _MainTex;
            float4 _MainTex_ST;
            float _VerticalBillboarding;


            struct a2v
            {   
                fixed4 vertex : POSITION;
                float4 texcoord : TEXCOORD0;
            };

            struct v2f
            {
                fixed4 pos : SV_POSITION;
                float2 uv : TEXCOORD0;
            };

            v2f vert(a2v v)
            {
                v2f o;
                float3 center = float3(0,0,0);
                //照相机看到的点在世界坐标系的空间位置转换到物体坐标系下
                float3 viewer = mul(unity_WorldToObject,float4(_WorldSpaceCameraPos,1));
                
                float3 normalDir = viewer - center;
                normalDir.y = normalDir.y * _VerticalBillboarding;

                //当_VerticalBillboarding为0时,法线方向固定为(0,1,0)
                //当_VerticalBillboarding为1时,法线方向始终向着照相机

                normalDir = normalize(normalDir);

                float3 upDir =abs(normalDir.y) > 0.999 ? float3(0,0,1) : float3(0,1,0);
                //此处向上方向随意,但是不能和法线方向平行
                
                float3 rightDir = normalize(cross(upDir,normalDir));
                upDir = normalize(cross(rightDir,normalDir));

                //获取原始位置相对于锚点的偏移值
                float3 centerOffs = v.vertex.xyz - center;

                //
                float3 localPos = center + rightDir * centerOffs.x + upDir * centerOffs.y + normalDir * centerOffs.z;

                o.pos = UnityObjectToClipPos(float4(localPos,1));
                return o;
            }

            fixed4 frag(v2f i) : SV_Target 
            {
                fixed4 c = tex2D(_MainTex,i.uv);
                return c;
            }

            ENDCG
        }
    }
    FallBack "Transparent/VertexLit"
}

view - center使法线方向始终向着相机

向上方向upDir取(0,1,0),当法线y值也为0时,也就是摄像机在物体正上方时,upDir改为(0,0,1)防止平行

叉乘得到rightDir,rightDir和法线方向再叉乘得到真正的坐标系

计算新顶点坐标公式: 


 float3 centerOffs = v.vertex.xyz - center;


float3 localPos = center + rightDir * centerOffs.x + upDir * centerOffs.y + normalDir * centerOffs.z;

我也不知道为什么这么算

构建出坐标系计算偏移后的顶点坐标再传出去

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